#version 330

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aCol;
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec3 aNormal;

out vec3 oCol;
out vec3 oPos;
out vec3 oNormal;
out vec2 oTexCoord;

uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProj;

void main() {
    gl_Position = uProj * uView * uModel * vec4(aPos, 1.0);
    oCol = aCol;
    oNormal = aNormal;
    oPos = vec3(uModel * vec4(aPos, 1.0));
    oTexCoord = aTexCoord;
}